Mobile structures

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Mobile Structures are deployed by individual pilots in space to provide a wide variety of services. First introduced in 2013 with Rubicon, Capsuleers can use these structures to aid their own activities, such as providing storage, increased rewards or resources, or a microjump maneuver; or they can be used to disrupt enemies: such as by starbase siphoning, jamming probes and cynosural fields. Some of these structures can help to replace modules on the ship, such as a Tractor Beam or a Cloaking Device, allowing more fitting slots for other modules.

They are distinct from Citadels and starbases; which take longer to deploy, are much more expensive, and owned by player corporations rather than individuals. Mobile structures are more similar to jettison containers, in that interacting with another pilot's structure does not cause a CONCORD response.

In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. As such, they have rapidly become used in nearly every walk of life within New Eden, from the systems with 1.0 security to Null security space, and especially even in unknown wormholes.

Contents

Mobile Depots

A Mobile Depot deployed in space

Mobile Depots act as an in-space fitting service and storage facility. Once you deploy a depot, you can use it refit your ship's modules and subsystems, move items between it and your cargohold, and move drones between your cargohold and drone bays. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. It can hold 3,000 - 4,000 m3 once deployed.

Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time.

Other players can scan down your Mobile Depot with combat probes and attack it (receiving a suspect flag, not a criminal flag; CONCORD will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a killmail should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.

Mobile Depots are often deployed at safe spots, allowing you to swap fittings and store any excess items. This can be useful while ratting, as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can travel fit on the way there and then refit for whatever purpose at your destination.

Another useful trick when flying in dangerous areas of space is to keep a Mobile Depot and some warp core stabilizers in your cargohold. If you're attacked and don't think you can win the fight, deploy the mobile depot, wait out the 60-second activation, then refit your ship with warp core stabilizers and make your escape.

Variations

There are three variants of the Mobile Depot: the standard Mobile Depot (built by players using NPC-sold BPOs), and two "improved" variants (the BPCs for which are found in Ghost Sites), the 'Yurt' Mobile Depot and the 'Wetu' Mobile Depot. The 'Wetu' Mobile Depot takes up a bit more space in your ship's cargohold (100 m3 vs 50 m3), but has more cargo capacity (4000 m3 vs 3000 m3), and has a higher sensor strength, making it more difficult for other players to scan down the location of your Depot. The 'Yurt' takes this last attribute to its extreme, with a very high sensor strength making is very difficult for all but the most skilled players to scan down.

The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.

Name Volume (m3) Capacity (m3) Sensor strength (points)
Mobile Depot 50 3000 50
'Wetu' Mobile Depot 100 4000 250
'Yurt' Mobile Depot 50 4000 400

The minimum scan strength to scan down a 'Yurt' Mobile Depot, which is the hardest structure to scan down in the game, is 69 probe strength.

Mobile Tractor Unit

A Mobile Tractor Unit reaching into the depths of space to pluck the most succulent fruit

A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does.

The MTU may not be deployed within 5 km of another MTU, within 50 km of stargates or stations, or within 40 km of a player owned starbase. It has 50,000 hitpoints. However, unlike the Mobile Depot, it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.

The MTU targets the closest item first, tractors it in, and loots it. Due to the "closest first" behavior, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all - unless you place them so far apart (250 km for the basic unit) that they don't interfere with each other

The MTU has become extremely popular despite its cost, particularly for looting mission rats. Though not as fast at tractoring and looting as a Noctis, the MTU continues to loot a field even when you're not there, and deposits wrecks in an easy-to-salvage group around itself. This can allow your mission ship to salvage while running the mission, using either a utility high slot or salvage drones.

Some systems have seen an increase in organized griefing centered on Mobile Tractor Units. Similar to ninja salvaging and stealing, a gang will take up residence in a high activity missioning area and scan down MTUs. They'll then aggress the MTU, attempting to bait the missioner into engaging them. As with ninja looters, the options for dealing with them are fairly limited. Engaging the griefer will give you an engagement timer and their friends can warp in and finish you off. Not engaging will cost you both your loot and the cost of the MTU. Orbiting the MTU at close range mitigates this heavily. As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit. They will be left with a mission pocket that you have already looted and are likely to move on.

MTUs do not loot wrecks that are not yours. There are some griefers that prey on this misunderstanding. After arriving in your mission pocket they may drop an MTU of their own – hoping you will engage it on the presumption that it will steal your loot, and collect it for the griefer. It is best to ignore these rogue MTUs as apart from moving wrecks, they won't affect you. Even if the griefer warps out and leaves their MTU behind, they can monitor you in local to gank you if they see you've become a suspect, warping right back in with some friends.

Variations

The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The BPCs for these units can be found from Ghost Sites.

Name Tractor velocity (m/s) Range (km) Volume (m3) Shield Armor Structure Sensor strength (points)
Mobile Tractor Unit 1000 125 100 10,000 10,000 30,000 50
'Packrat' Mobile Tractor Unit 1250 125 125 15,000 15,000 40,000 150
'Magpie' Mobile Tractor Unit 1500 175 100 10,000 10,000 30,000 300

Mobile Cynosural Inhibitor

Cyno=Blocked

The Mobile Cynosural Inhibitor is almost invaluable within 0.0, creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300 m³ volume and will stay in space for 1 hour. However, unlike the other mobile structures, this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).

Even with all those limitations, it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.

Mobile Siphon Unit

Theft: Now you don't even have to be there!

Mobile Siphon Units, when placed around a player owned starbase with a moon harvesting laser or a reactor, will siphon off a portion of the moon minerals or reaction results that go towards the station's silos. They are designed to be secretly deployed near to a POS and will not alert the owner to the theft of materials nor will the station's guns automatically shoot at it, meaning that people who own POSs need to keep a watchful eye out for any of these things floating around. Like the Mobile Cynosural Inhibitor, this is a one use item. One twist is that any pilot may access the hold so even the thieves aren't immune to theft. It only takes up 35 m³, takes 5 seconds to deploy and will last 30 days with a cargo hold of 900 m³ but needs to be between 30 and 50 km of the target, so CovOps ships can truly take advantage of these automated thieves.

Other points to note:

  • EVE University members are restricted from using this unit, per the EVE University Rules.
  • Requires Anchoring II to deploy.
  • No criminal or suspect flags will be placed upon attacking the siphon.
  • Will prioritize raw material over refined (cannot take alchemy output).
  • Can only steal from one silo at a time and only the one at the end of a chain.
  • Will take 60 raw or 30 processed items at a time.
  • Players cannot put items into it.
  • Multiple siphon units can be placed around the POS and will steal in order deployed.
  • Have a waste factor of 10%, meaning that 10% of the items stolen are lost.
  • Will only steal during a production cycle (once per hour).
  • Can be manually targeted by station guns.

Mobile Scan Inhibitor

Ever wanted to hide your entire fleet?

The Mobile Scan Inhibitor provides a way to hide ships in a 30 km radius from the probe and directional scanning. Ships within this radius will also find their own instruments rendered inoperable. The mobile scan inhibitor itself is not invisible, but highly visible to combat probes and directional scans. Therefore usage of this structure does not completely hide somebody's presence. It will be very clear to others that somebody is hiding something - it is only unknown what is hidden. Even more importantly: while the ship is hiding inside the structure's radius its sensor systems are inoperable. Finally, it is important to note that in known space, those hidden will still be visible in local chat. Therefore its use is far more convenient for fleets operations than for lone travelers. Activation time is 1 minute and it cannot be retrieved - it is only a one-time use disposable structure. The structure self-destructs after one hour of operation.

Mobile Micro Jump Unit

Now you can jump like a battleship

The Mobile Micro Jump Unit launches a ship 100 km in whatever direction the ship is facing, similar to the Large Micro Jump Drive module. It has no cooldown between uses or limit to how many ships can use it at once, but it does have a warm-up time of 12 seconds before initiating the jump. It can be used by sub-capital ship and can be used both by friendlies and enemies. It has a 1 minute activation time, a lifetime of 2 days and cannot be retrieved - it is only a one-time use disposable structure.

Encounter Surveillance System

Make or steal a fortune on bounties!

Encounter Surveillance Systems affect NPC bounty payouts in a null sec system it is deployed in. It cannot be built but only purchased at the empire navy stations (there are four racial variations). It can only be deployed in null sec and has a limitation of one structure per system. This system pays out 80 % of the bounties directly while 20% are stored in a system-wide pool. In addition, for every 1000 bounty ISK, 0,15 LP of the appropriate faction is awarded. The payout rises over time (the chance is based on activity) and can be increased 5 times by 1% for ISK payouts and by 0,01 LP/1000 ISK for loyalty points. This gives a maximum of 105% on bounties and 0,2 LP/1000 ISK. Destroying, scooping or accessing the structure resets the payout value. The structure is designed to opens many possibilities for PvE bounty hunting as well as for PvP engagements since bounties can be stolen and payout bonuses can be reset. The range to interact with the structure is 2500 m and the structure also has a 15 km radius warp bubble. If a player interacts with the structure he can make one of two choices: "Share" or "Take all". Each choice causes a notification to be sent out informing all that contributed to the pool on who accessed the structure and what option was chosen. "Share" has a timer of 30 seconds and leads to the ISK in the pool being shared among those that contributed to the pool, each player receiving ISK equal to what he added to the pool. "Take all" leads to tags dropping in a can and has a 210-second timer. These tags can be retrieved and turned in at Navy stations of the same race for ISK.

General limitations

All Mobile Structures have a minimum distance they have to be away from certain structures in order to be deployed (see below) and all of them are capable of being destroyed by anyone and the attacker will only get a suspect flag for it so a watchful eye needs to be on your goods as often as you can. Some of them can be relatively easy to scan down due to low sensor strength which makes them rather vulnerable, however the Wetu and Yurt Mobile Depot variants are very resilient to probing, the Yurt, in particular, boasting a hefty 400 sensor strength against all sensors which makes it very hard to pin down for all but the highest skilled probers.

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